Reference is the battle sprite:
http://finalfantasy.wikia.com/wiki/Magitek_Armor_(Enemy)
For those of you who remember possibly the greatest RPG ever, no other machine quite brings back my childhood memories like the Magitek Armor from Final Fantasy 6.
One interesting fact is that there are at least three different versions seen in the game: the battle sprite, the world sprites
http://finalfantasy.wikia.com/wiki/Magitek_Armor, and back-view intro cinematic version, which look much more like conventional mechs
http://image.com.com/gamespot/images/2002/supernintendo/finalfantasy3/ff3_screen008.jpg. You can also see the fish-like version illustration that looks nothing like what they used in the game.
Since I was basing the model off of the battle sprite I had to improvise the back of it; I used inspiration from the NPC sprite.
The textures will be flat-diffuse; no spec or shading. I may intentionally go lower-than-normal texture res - I want this to look as close to the battle sprite as I can get it. 1-bit alpha will be used (or simulated). But first, UVs!
Replies
Going with one 128^2 map for the majority, and a 64^2 map for the pilot and the legs (those giant feet just wouldn't fit with good enough texel size).
UVing is also when I really get to reduce the last bits I can as I'm forced to look at everything closer - managed to take off 32 more polygons with no real visible changes (number in image is actually 4 too many; forgot to delete the other side of the eye since it isn't mirrored when I took down the count).
The texel size on the inner core of the body (behind the arm) is noticably larger because these will be mostly shadowed and didn't need quite as much detail; even the feet themselves with the separate 64 map couldn't get quite as even texels as the rest, but I don't think this will be a big problem since the feet are basically just big plates of metal with no real fine detailing.
and does look like nice poly usage, no crits here.
Blocked in some of the colors and started working out the front plate and lens.
That's some kick ass low poly modeling. Can't wait to see what it looks like textured!
I was just posting on a forum somewhere that I wish they would remake FF6 into a 3D game the way they have been doing with other older FF titles, because the sprites in that game didn't do the artwork justice (because of the limits of the time).
This model makes me happy in ways I can't describe
One of the best games ever, so I love to see what you're doing with that awesome magitek armour!! (Takes me back... sigh... remember those brief moments of awesome destruction happiness when you get to run around and fight in that badass stuff?)
It's looking very awesome, keep it up, can't wait to see the final version!
I poked a bit more with it today; tightened up the colors and generally tried to make it look less washed-out.
I would love to see this model inside a whole little scene.
Wish they would remake FF6 someday on DS with models like this one, that would be awesome.
Front part is popping out a lot more now! And the lens/eye/canon bit still looks really cool.
Bal: I would pretty much punch myself in the face if they made FF6 for DS, simply because nothing else could express my joy.
Ziodyne: I think this would just be a generic magitek soldier - if he was a named character I'd probably give him a more unique face instead of the faceless 'drone' look he has now.
Been juggling this between another project, but it's coming along. I think I'm pretty much satisfied with the core body now; poking with the shoulders and arms now, which aren't done yet. I'm getting towards the point where I'm having to improvise some of the design now, since the sprite it's based on obviously only shows one angle.
I've made up my mind - he'll be getting simple rigging and will be shooting Fire Beam.
give it a year. it's comin. I'm probably going to do the same thing. Let's punch each others faces instead.
Back to the point, yes, let's see some firebeamin'!!
I can't believe I missed this. It said there was no new replies, I was coming in here to ask why you haven't updated. :poly136::poly122:
Although really cool back in the day, the effect for Fire Beam does seem a bit limited as far as what the SNES hardware could pull off - I tried to keep the same effect, but with a more updated look in mind.
It's a 64x64 map with 64x64 black and white mask. I may be pushing what could be possible in the kind of hardware that would have a model of this poly count in it - it does use an additive blend in a layered shader; but I'm quite satisfied with the final output, so bending the rules a tiny bit doesn't bother me too much.
The entire beam is constrained to the camera as a sort of one-axis sprite - it rolls on the Z axis (straight down the beam) so that it always faces the camera.
The beam coming out a bit in front of the lens was intentional - I like the concept of focusing invisible energy that collides into a giant beam, ahead of the emitter itself.
I didn't realize how much YouTube destroys video once you upload. :poly117:
[ame]http://ca.youtube.com/watch?v=Z1j576j6mtU[/ame]
EDIT: All right, fiddled with his feet for a while trying things out - I decided to stick pretty subtle because his feet stick out enough as they are (being gigantic). I'm satisfied enough to say the textures are done; rigging and animation (to the best of my ability) comes next.